Results for 'Video games Philosophy'

1000+ found
Order:
  1. Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning (...)
    Direct download  
     
    Export citation  
     
    Bookmark   8 citations  
  2.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  3. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  4. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that (...)
     
    Export citation  
     
    Bookmark   10 citations  
  5. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  6. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think (...)
    Direct download  
     
    Export citation  
     
    Bookmark   16 citations  
  7. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  8.  13
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  9. Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW]Marcus Schulzke - 2014 - Philosophy and Technology 27 (2):251-265.
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  10. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  11.  14
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  12.  10
    The world is born from zero: understanding speculation and video games.Cameron Kunzelman - 2022 - Boston: De Gruyter Oldenbourg.
    The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  13.  3
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  14.  42
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  15.  40
    Philosophy: The Video Game.Shannon Kincaid - 2005 - Philosophy Now 52:44-44.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  16.  2
    Gaming and the virtual sublime: rhetoric, awe, fear, and death in contemporary video games.Matthew Spokes - 2020 - United Kingdom: Emerald Publishing.
    Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  17. Claim: Video gaming companies should not create violent video games due to the fact that they can provoke unethical behaviors in children.Nikki Kent - forthcoming - Philosophy.
    No categories
     
    Export citation  
     
    Bookmark  
  18.  3
    Video Games: Rousseauvian Dream or Skinnerian Nightmare?David Waddington - 2016 - Philosophy of Education 72:122-125.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  19.  68
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  20.  39
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF (...) games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games. (shrink)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  21.  1
    Dual wield: the interplay of poetry and video games.Jon Stone - 2022 - Boston: De Gruyter Oldenbourg.
    In recent years, poetry and videogames have begun talking to one another in earnest. Poets have found inspiration in digital-interactive landscapes, while game developers now look to poetry as a source of textual enrichment. This book examines the p.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  22. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  23.  26
    Game: Animals, Video Games and Humanity.Janet McCracken - 2023 - Journal of Aesthetics and Art Criticism 81 (1):117-120.
    In her provocative 1978 essay, “Eating Meat and Eating People,” (Philosophy Vol. 53, No. 206, pp. 465–479) Cora Diamond asks us to consider Jane Legge’s “Learni.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  24.  9
    Understanding video game players through game data analysis: Magy Seif El-Nasr, Truong-Huy D. Nguyen, Alessandro Canossa, and Anders Drachen: Game data science. Oxford: Oxford University Press, 2021, 397 pp, $105.00 HB. [REVIEW]Christopher Bartel - 2023 - Metascience 32 (1):79-81.
  25.  54
    Philosophy Through Video Games[REVIEW]Tad Bratkowski - 2010 - Teaching Philosophy 33 (3):317-320.
  26. Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW]Aaron Smuts - 2003 - Film-Philosophy 7 (7).
    "ScreenPlay" is the first collection of essays devoted to exploring the relationship between cinema and video games. It attempts to introduce the field of video game studies while also increasing our understanding of the two artforms. Although not all of the essays are models of clear thinking on the subject, the volume will be a valuable resource for those working in film, philosophy, new media, and video game studies. Geoff King and Tanya Krzywinska have brought (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
  27.  12
    Fulfilling the Rousseauian Fantasy: Video Games and Well-Regulated Freedom.Gideon Dishon - 2016 - Philosophy of Education 72:113-121.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  28.  3
    Play as Specto-performative Action ‒ Philosophical Reflections on Playing Video Games ‒.Ralf Beuthan - 2022 - Cheolhak-Korean Journal of Philosophy 151:189-221.
    비디오게임에 관한 논의는 비디오 게임의 영향(중독, 폭력), 혹은 비디오게임을 규정하는 규칙이 무엇인지의 질문에 국한 돼있다. 문제는 이에 따라, 놀이행위(gamic action) 그 자체에 대한 질문은 등한시되고 있다는 점이다. 좀 더 자세히 말하자면, 비디오게임을 하는 것(playing video games)이 어떤 특정한 행위 유형에 속하는지에 대한 물음은 간과되고 있다. 본고의 철학적 반성은 이러한 연구의 맹점을 보완하는 것을 시도한다. 여기서 비디오게임을 하는 것이 특히 ‘수행성’(performativity)과 ‘시각성’(visuality)의 관점에서 더 명료하게 개념화해야한다고 주장될 것이다. 어느정도까지 놀이활동에 대한 철학적-개념적 규명이 특수한 난점을 갖고 있는지에 대한 간략한 역사적-체계적 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  29.  40
    The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh and Chris Evans.David I. Waddington - 2010 - Journal of Philosophy of Education 44 (4):599-602.
  30.  2
    Hermeneutyka gier wideo: intepretacja, immersja, utopia = Hermeneutics of video games: interpretation, immersion, utopia.Michal Klosinski - 2018 - Warszawa: Instytut Badań Literackich PAN. Wydawnictwo.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31.  45
    Ten Things Video Games Can Teach Us , by Jordan Erica Webber and Daniel Griliopoulos. [REVIEW]Joshua D. Crabill - 2017 - Teaching Philosophy 40 (4):486-490.
  32.  53
    Generic Structures, Generic Experiences: A Cognitive Experientialist Approach to Video Game Analysis.Andreas Gregersen - 2014 - Philosophy and Technology 27 (2):159-175.
    The article discusses the issue of how to categorize video games—not the medium of video games, but individual video games. As a lead in to this discussion, the article discusses video game specificity and genericity and moves on to genre theory. On the basis of this discussion, a cognitive experientialist genre framework is sketched, which incorporates both general points from genre theory and theories more specific to the video game domain. The framework (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  33.  22
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  34.  57
    Applying Kant’s Ethics to Video Game Business Models.Nandita Roy - 2021 - Business and Professional Ethics Journal 40 (1):109-127.
    This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  35.  23
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict they (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  36.  6
    Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics.Ralf Beuthan - 2021 - Cheolhak-Korean Journal of Philosophy 148:113-138.
    ‘비디오게임 하는 것’은 어떤 윤리적 모델을 통해 새로운 방식으로 게임행위를 평가할 수 있는지에 대한 질문을 제기하도록 만들었다. 이러한 맥락 속에서 고전적인 윤리학적 모델 (덕 윤리, 의무론, 공리주의)은 궁극적으로 오직 ‘현실적 행위’에만 적용되고, 비디오 게임의 ‘가상적 행위’에 적용되지 않는다는 논증은 “놀이 무도덕주의” (Ostritsch 2018) 테제로 귀결된다. 이는 특히 노골적인 ‘폭력의 행위’의 경우의 게임 행위가 도덕적으로 판단될 수 있고 그래야만 한다는 공적 토론의 크게 우세한 직감(直感)에 의해 반박되어 왔다. 이러한 양자의 논의 속에 프리드리히 실러 (Friedrich Schiller)의 고전적 놀이 이론에 따른 중간적 입장이 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  37.  26
    Ayn Rand’s Objectivist Ethics Applied to Video Game Business.J. Tuomas Harviainen, Janne Paavilainen & Elina Koskinen - 2019 - Journal of Business Ethics 167 (4):761-774.
    This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38.  10
    Compact spaces and privileged times; what the video game asteroids can teach us about the present.Ann C. Thresher - 2023 - Synthese 202 (5):1-18.
    The A-Theory of time has long struggled with the results of special relativity. One proposed solution is to stipulate the existence of a physically or metaphysically privileged frame which defines the global present for all observers. Recently this proposal has cropped up in literature on spatially closed universes (SCUs) which seem to naturally instantiate such structures. This paper examines the privileged frame proposal through the lens of SCUs, arguing that even in these space-times which seem overwhelmingly friendly to A-theoretic accounts (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  39.  24
    Subverting utilitarian subject-object relations in video games: A philosophical analysis of Thatgamecompany’s Journey.Corné du Plessis - 2018 - South African Journal of Philosophy 37 (4):466-479.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  40.  10
    Bioshock and Philosophy: Irrational Game, Rational Book.Luke Cuddy & William Irwin (eds.) - 2015 - Malden, MA: Wiley-Blackwell.
    Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. _BioShock and Philosophy: Irrational Game, Rational Book _presents expert reflections by philosophers on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter Explores what _BioShock_ teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  41.  11
    Metagames: games about games.Agata Waszkiewicz - 2024 - New York: Routledge.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  42.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  43.  7
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  44.  17
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  45.  21
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video (...)
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  46. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   34 citations  
  47.  7
    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  48.  72
    Introduction to the Special Issue on the Philosophy of Computer Games.Patrick John Coppock, Graeme Kirkpatrick, Olli Tapio Leino & Anita Leirfall - 2014 - Philosophy and Technology 27 (2):151-157.
    The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, beyond this, in (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  49.  8
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  50.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
1 — 50 / 1000